zyanidelab / Q2RTXLinks
NVIDIA’s implementation of RTX ray-tracing in Quake II
☆28Updated 3 years ago
Alternatives and similar repositories for Q2RTX
Users that are interested in Q2RTX are comparing it to the libraries listed below
Sorting:
- Importance-sampled FAST Noise☆43Updated 7 months ago
- A path-tracer for the original Quake game☆67Updated last week
- This repository contains a rough GLSL implementation of "Deep and Fast Approximate Order Independent Transparency" by G. Tsopouridis, A. …☆45Updated last year
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆39Updated 4 months ago
- Source code for the EON rough diffuse BRDF model☆43Updated 3 weeks ago
- Improved Blue Noise Generator☆41Updated 3 months ago
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆96Updated last year
- HighOmega☆34Updated this week
- OpenGL rendering pipeline with a parallax mapping shader made in the course Advanced Computer Graphics (TNCG14) at Linköpings University.☆33Updated 13 years ago
- ☆15Updated 3 years ago
- Repo for KickstartRT demo application☆52Updated 3 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆37Updated 4 years ago
- A simple D3D12 sample demonstrating how to use white and blue noise to eliminate color banding.☆27Updated 5 years ago
- Assets used during the creation of SEED's Project PICA PICA☆81Updated 6 years ago
- A collection of primarily graphics programming focused blog posts.☆71Updated last year
- Real-time Denoiser for node-vulkan☆10Updated 6 years ago
- Quake II on Dx12☆31Updated 4 years ago
- A demo of ambient occlusion map baking using DXR☆65Updated 3 years ago
- Software rasterizing hair strands with analytical AA and OIT. Inspired by Frostbite's hair system: "Every Strand Counts: Physics and Rend…☆88Updated last year
- Texture Set Neural Compression Sample☆80Updated 2 months ago
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated 2 years ago
- Tellusim Core SDK Tests Direct3D12, Direct3D11, Metal, Vulkan, OpenGL, OpenGLES, WebGL, WebGPU☆13Updated 3 months ago
- Toy engine written in C++ and DirectX 12☆21Updated last year
- This demo shows how to use the surface gradient based framework to do compositing of bump maps in both simple and complex scenarios.☆86Updated 3 years ago
- Rendertoy samples☆65Updated 4 years ago
- ☆135Updated 2 years ago
- Vulkan sample on VK_EXT_device_generated_commands and NV extension☆46Updated 10 months ago
- The main repository for the AMD Dense Geometry Format SDK☆45Updated 4 months ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 4 years ago
- Vulkan Path Tracer with Optix Denoiser integration☆32Updated 4 years ago